Xbox One Version Of Call Of Duty: Ghosts Has Fantastic Graphics, Says Infinity Ward

“Ring, ring”... Is that the phone? “Ring, ring”... sounds like the phone. I wonder who's there? Let's see... Damage Control!

Infinity Ward has issued a statement to the Official Xbox Magazine (because obviously, if you don't want to look like you're catering to a marketing agenda you talk with the magazine representing a specific platform) and has clarified that despite all the rumors, Call of Duty: Ghosts looks “fantastic” on the Xbox One.

According to Infinity Ward's executive producer Mark Rubin, he mentioned to OXM back during Gamescom (yes, back in August and somehow this story is just now being published... *cough*damage control*cough*) saying...

“Graphically I still love when we're playing in the office, when we play on Xbox One - you go up to a brick wall and you can see all the geometry of the bricks,"

"Even the little tiny cracks - you can see the geometry. It catches my eye, sometimes, even when we're in the middle of a firefight. It's like 'ooh, pretty'.

“For the Xbox One you're obviously looking at fantastic-looking graphics, super-smooth play," .... "We're pushing the limits on current gen, always - we're maxed out on everything from memory to processing power. I think we do a great job of doing that while still coming out with 60 frames a second. But with Xbox One I feel like we've got a lot to work with, and I'm really excited about where we push that in the future.”

So does that mean Infinity modeled each and every brick to get that crevice effect or did they laser scan a real building? Because I never would have guessed that Ghosts had laser-scanned graphics. Also, if the game looks so "fantastic" on the Xbox One, where's the gameplay footage to prove it?

Even with OXM's attempt to damage control for Microsoft, Rubin doesn't say diddly squat about native resolutions, just that the game will run at 60 smooth frames per second, something we all knew the day the game aired during the E3 conference. Previously, during an interview with Eurogamer, Rubin also stated that the game would be 1080p at 60fps but he still didn't mention if the game was native 1080p and for which platforms.

When readers questioned OXM's deputy editor Edwin Evans-Thrilwell about whether or not Rubin offered clarification on native resolutions for Ghosts, Thrilwel had this to say...

"I've asked Rubin to comment on that, but not had any word back just yet. He's in a different timezone, so if we hear I guess it'll be overnight."

Press had a choice between which version they could play at a recent event but they couldn't measure up the games side-by-side. I wonder why?

While the game has a tall order of system requirements on PC and seems to represent a lot of what we've been used to from the series, it does make you question why there's such a shroud of mystery surrounding the Xbox One version of the game. At this juncture, I may not be surprised if the Xbox One gets a last minute delay.